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API > API/Plugins > API/Plugins/ControlRigDynamics
Enables collision between a particle and another particle. The collision will actually be between segments, where the segment goes from a particle top its parent (if it has one), using the radius of the particles to define a capsule. TODO Note that implementation isn't yet complete, so currently it IS only sphere-sphere.
| Name | FRigUnit_HierarchyEnableDynamicsCollisionWithParticle |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/ControlRigDynamics/Source/ControlRigDynamics/Public/RigDynamicsParticleExecution.h |
| Include Path | #include "RigDynamicsParticleExecution.h" |
Syntax
USTRUCT (Meta=(DisplayName="Enable Dynamics Collision With Particle", Varying))
struct FRigUnit_HierarchyEnableDynamicsCollisionWithParticle : public FRigUnit_DynamicsBaseMutable
Inheritance Hierarchy
- FRigVMStruct → FRigUnit → FRigUnitMutable → FRigUnit_DynamicsBaseMutable → FRigUnit_HierarchyEnableDynamicsCollisionWithParticle
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| DynamicsParticleComponentKey | FRigComponentKey | The Dynamics Particle to be updated (which must exist) | RigDynamicsParticleExecution.h |
|
| OtherDynamicsParticleComponentKey | FRigComponentKey | The other particle to collide with (which doesn't have to exist yet). | RigDynamicsParticleExecution.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
RIGVM_METHOD() |
RigDynamicsParticleExecution.h |